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No Boards! No Boredom! Remember the games you used to play in the car as a kid? You’d enjoy playing them again, but you can’t quite remember all the rules, and besides, the games were awfully easy. Well, Gladstone’s Games to Go has come to the rescue. With updated classics and challenging original games, Gladstone’s Games to Go delivers antidotes to boredom and entertaining ways to spend down-time, whether you’re in transit, on vacation, or wiling away an afternoon at a cafe. You can play word games (like Grandmother’s House, Six Degrees, and Chain Reaction), compete in coin contests (like Molecular Flip and Sliders), master strategy with dot games (like Dots and Boxes and Sprouts), and more. With little to no additional equipment required (pens and paper or a few coins will do the trick), the games are totally portable—and totally playable. All the games are for two or more players (some could even be played solo), and they appeal to both left- and right-brained gamers. Start playing today!
Fresh from winning the Hugo and Nebula Awards, Max Gladstone weaves elements of American myth—the muscle car, the open road, the white-hatted cowboy—into Last Exit, a deeply emotional tale where his characters must find their own truths if they are to survive. Ten years ago, Zelda led a band of merry adventurers whose knacks let them travel to alternate realities and battle the black rot that threatened to unmake each world. Zelda was the warrior; Ish could locate people anywhere; Ramon always knew what path to take; Sarah could turn catastrophe aside. Keeping them all connected: Sal, Zelda’s lover and the group's heart. Until their final, failed mission, when Sal was lost. When they all fell apart. Ten years on, Ish, Ramon, and Sarah are happy and successful. Zelda is alone, always traveling, destroying rot throughout the US. When it boils through the crack in the Liberty Bell, the rot gives Zelda proof that Sal is alive, trapped somewhere in the alts. Zelda’s getting the band back together—plus Sal’s young cousin June, who has a knack none of them have ever seen before. As relationships rekindle, the friends begin to believe they can find Sal and heal all the worlds. It’s not going to be easy, but they’ve faced worse before. But things have changed, out there in the alts. And in everyone's hearts. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
A rash of demonic infestations threatens the city of Dresediel Lex, and a young man with a haunted past and an addiction to risk searches for the reason why.
From the co-author of the viral New York Times bestseller This is How You Lose the Time War. Max Gladstone returns with The Ruin of Angels, the sixth novel in the Hugo-nominated Craft Sequence, which The Washington Post calls "the best kind of urban fantasy" and NPR calls "sharp, original, and passionate" The God Wars destroyed the city of Alikand. Now, a century and a half and a great many construction contracts later, Agdel Lex rises in its place. Dead deities litter the surrounding desert, streets shift when people aren’t looking, a squidlike tower dominates the skyline, and the foreign Iskari Rectification Authority keeps strict order in this once-independent city—while treasure seekers, criminals, combat librarians, nightmare artists, angels, demons, dispossessed knights, grad students, and other fools gather in its ever-changing alleys, hungry for the next big score. Priestess/investment banker Kai Pohala (last seen in Full Fathom Five) hits town to corner Agdel Lex’s burgeoning nightmare startup scene, and to visit her estranged sister Lei. But Kai finds Lei desperate at the center of a shadowy, and rapidly unravelling, business deal. When Lei ends up on the run, wanted for a crime she most definitely committed, Kai races to track her sister down before the Authority finds her first. But Lei has her own plans, involving her ex-girlfriend, a daring heist into the god-haunted desert, and, perhaps, freedom for an occupied city. Because Alikand might not be completely dead—and some people want to finish the job. Also Available by Max Gladstone: The Craft Sequence 1. Three Parts Dead 2. Two Serpents Rise 3. Full Fathom Five 4. Last First Snow 5. Four Roads Cross 6. Ruin of Angels The Craft Wars 1. Dead Country 2. Wicked Problems Last Exit Empress of Forever This is How You Lose the Time War (with Amal El-Mohtar) At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
"The great city of Alt Coulumb is in crisis. The moon goddess Seril, long thought dead, is back--and the people of Alt Coulumb aren't happy. Protests rock the city, and Kos Everburning's creditors attempt a hostile takeover of the fire god's church. Tara Abernathy, the god's in-house Craftswoman, must defend the church against the world's fiercest necromantic firm--and against her old classmate, a rising star in the Craftwork world"--Amazon.com.
NOW A LOCUS AWARD FINALIST! “A classic space opera...a universe we’ve never seen before.” —Delilah S. Dawson, New York Times bestselling author From Hugo Award finalist Max Gladstone comes a smart, swashbuckling, wildly imaginative adventure; the saga of a rag-tag team of brilliant misfits, dangerous renegades, and enhanced outlaws in a war-torn future. A wildly successful innovator to rival Steve Jobs or Elon Musk, Vivian Liao is prone to radical thinking, quick decision-making, and reckless action. On the eve of her greatest achievement, she tries to outrun people who are trying to steal her success. In the chilly darkness of a Boston server farm, Viv sets her ultimate plan into motion. A terrifying instant later, Vivian Liao is catapulted through space and time to a far future where she confronts a destiny stranger and more deadly than she could ever imagine. The end of time is ruled by an ancient, powerful Empress who blesses or blasts entire planets with a single thought. Rebellion is literally impossible to consider--until Vivian Liao arrives. Trapped between the Pride—a ravening horde of sentient machines—and a fanatical sect of warrior monks who call themselves the Mirrorfaith, Viv must rally a strange group of allies to confront the Empress and find a way back to the world and life she left behind. A magnificent work of vivid imagination and universe-spanning action, Empress of Forever is a feminist Guardians of the Galaxy crossed with Star Wars and spiced with the sensibility and spirit of Iain M. Banks and William Gibson. “Empress of Forever is tense and vast, complex and twisty, a space opera epic that’s a lot faster on the draw than Star Wars or Star Trek ever dreamed of being. But at its core, it’s an epic about the value of empathy and the importance of compassion. It’s amazingly good.”—Locus “With Empress of Forever, Max Gladstone’s remarkable talent is operating at full stretch, demonstrating the strength, power, and originality at his command. This unique and propulsive novel yields a deep, cellular-level enchantment filled at every turn with curiosity and delight.”—Peter Straub “Empress of Forever is a story that will make you weep with wonder. The whole book is filled with the kind of snark that I love and an endless majesty of stars. It broke me to pieces and then stitched me back together with golden thread. Simply glorious.”—K.B. Wagers, author of Behind the Throne “Galaxy-saving space opera with cool original settings and a unique band of adventurers that change each other for the better. It was a wild ride and I really enjoyed it.”—Martha Wells, Hugo Award-winning author of The Murderbot Diaries “Incorporates wonder and wit to create a feminist, humanist playground. Introduces one mind-blowing concept after another, capitalizing on the concept of personal power while candidly addressing personal failure. This feast for the imagination intelligently captures the complexities of a variety of relationships in an adrenaline-fueled series of escapades and will leave readers both exhausted and elated.”—Publishers Weekly, starred review “A fantastic tale of adventure on the grandest scale of epic space opera, spanning galaxies full of battles and traps as well as trade and negotiation, all told with humor as the crew seeks allies, weapons, and ships to fight back against The Empress to save the galaxy—and so Viv can find her way home.”—Booklist, starred review “Vivian is an amazing woman: with no more than her sharp wit in a universe of AIs and enhanced beings, she still ends up being the key to the truth. Gladstone's epic space opera and fast-paced adventure will thrill readers.”—Library Journal, starred review At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
This painstakingly researched book by Douglas J. Gladstone examines the plight of 874 Major League Baseball players who played between 1947 and 1979, all with brief trials in the majors, careers figuratively "just long enough to drink a cup of coffee." Since 1980, Major League Baseball players have needed one day of service credit for health benefits and 43 days of service credit to be eligible for a retirement allowance, but those former ballplayers who played during the 1947-1979 seasons were not included retroactively in the amended vesting requirement, and so receive no pensions for the time they gave to our national pastime. These men, the author suggests, have gulped bitter cups of coffee. In his careful examination of this issue, which includes many interviews with former players and some poignant stories of their plight, Gladstone asks his readers to examine our national relationship to sports and its heroes, as well as our relationships with those who precede us in the game of life. A lifelong baseball fan, DOUGLAS J. GLADSTONE is a journalist by training, whose published articles have appeared in the Chicago Sun Times, Baseball Digest and the San Diego Jewish World, among others. This is his first book. DAVE MARASH (Foreword) has been a working journalist for more than 50 years. Best known for his 16 years as a correspondent for ABC News Nightline, Marash won Emmy Awards for his coverage of the wars in Nicaragua and Bosnia, the Oklahoma City bombing, and the explosion that downed TWA Flight 800. He anchored the opening season of Baseball Tonight on ESPN and did play-by-play coverage of the New York Knicks and Rangers.
"Forty years after the God Wars, Dresediel Lex bears the scars of liberation--especially in the Skittersill, a poor district still bound by the fallen gods' decaying edicts. As long as the gods' wards last, they strangle development; when they fail, demons will be loosed upon the city. The King in Red hires Elayne Kevarian of the Craft firm Kelethres, Albrecht, and Ao to fix the wards, but the Skittersill's people have their own ideas"--
* HUGO AWARD WINNER: BEST NOVELLA * NEBULA AND LOCUS AWARDS WINNER: BEST NOVELLA * “[An] exquisitely crafted tale...Part epistolary romance, part mind-blowing science fiction adventure, this dazzling story unfolds bit by bit, revealing layers of meaning as it plays with cause and effect, wildly imaginative technologies, and increasingly intricate wordplay...This short novel warrants multiple readings to fully unlock its complexities.” —Publishers Weekly (starred review) From award-winning authors Amal El-Mohtar and Max Gladstone comes an enthralling, romantic novel spanning time and space about two time-traveling rivals who fall in love and must change the past to ensure their future. Among the ashes of a dying world, an agent of the Commandment finds a letter. It reads: Burn before reading. Thus begins an unlikely correspondence between two rival agents hellbent on securing the best possible future for their warring factions. Now, what began as a taunt, a battlefield boast, becomes something more. Something epic. Something romantic. Something that could change the past and the future. Except the discovery of their bond would mean the death of each of them. There’s still a war going on, after all. And someone has to win. That’s how war works, right? Cowritten by two beloved and award-winning sci-fi writers, This Is How You Lose the Time War is an epic love story spanning time and space.
CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.